133,095 Commits over 4,293 Days - 1.29cph!
Updated a lot of common monuments to run the static group system for testing.
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Put a time limit on the failed start tooltip
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Finish removing client dismount code from #
51760. LastFailedStartID is newer, but wasn't really needed on the dismount call either.
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Fix Launch Site regression that stopped vehicles falling through terrain triggers again, due to vehicle layer changes
Replace NaN and infinity checks with combined isNanOrInfinity
Use a pooled list in TriggerBase.RemoveInvalidEntities
Change recentDrivers list to a queue
Remove logic to forcibly remove the player from the force volume when mounting/dismounting a car
Add a clientside ForceUpdateTriggers when mounting/dismounting
Update layer list in Defines to match the new vehicle layers
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S2P cave_large_sewers_hard
Fixed cave_updown_a inside terrain antihack false positive
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Hooked up scene2prefab to output asset with all rendering info.
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Apply a minimum size of 0.05 on each axis so that box colliders don't become extremely narrow
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Prevent Unity complaining that "Kinematic body only supports Speculative Continuous collision detection" every time any player enters a vehicle
Remove unused vehicle lootpanel
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Merge car lock changes: It's now the driver's seat (door) that's locked out entirely, rather than just the ignition.
Show a tooltip about breaking locks on cars while looking at a locked interactable on a car.
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